The Conditioneer PvE Build

The Conditioneer PvE Build

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Posted by: Felicela.2810

Felicela.2810

I have 2 Engineers, I no longer liked the look of my Sylvari and rolled a Norn, and since that time I put her on a shelf and have been playing a Necro. Lately I have been missing my Engineer and considering dusting her off. The catch is I love the condtionmancer build on my Necro.

So I am hoping to build something like the following, however I am unable to link a build as I am at work and its restricted(yet this isnt)

I am considering 30/30/0/10/0 – 10 In alchemy is debatable

Explosives – V, VIII, XI
Firearms – V, VII, XII
Alchemy – V

Weapons – Giver with Superior Corruption, Rabid with Superior Earth
Armor – Rabid with 2x Lyssa, 4x Nightmare
Accessories – Rabid with Rabid Crests or Chyrscola Jewels

Consumables – Rare Veggie Pizza and Master Tuning Crstyals

Power 1216
Precision 1718
Toughness 1590
Vit 1331
Condition Damage 1663
Condition Duration 100%
Critical Chance 42%

Healing Skill is debatable currently
Utility Skills – Grenade Kit, Elixir Gun, and unknown
Elite – Supply Drop

I think this would allow you to stack every condition endless except for Chill, you could with all 3 grenades hitting for 12 of 16 seconds. You should be able to stack 20 bleeds on your own, 25 vuln, burning, poision, and rotate out confusion as needed.

Thoughts, improvements?

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Posted by: Felicela.2810

Felicela.2810

Also fully aware of the current Condition Duration and Giver Weapons not working properly just getting a plan.

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Posted by: Spracket.9604

Spracket.9604

Ive been doing roughly the same thing recently and Im having a blast. You’re right, I can keep 18-20 stacks pf bleed on multiple targets along with vuln. Im using rabid gear at the moment, and the toughness is so much nicer than just a squishy berserker set.

Warmaster Striketail: Watch and learn, bookworms. This is how you fire a cannon!
Creator Flinkk: You’d have nothing to fire if I hadn’t built the device!

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Posted by: Feldorn.6873

Feldorn.6873

i’d been looking at something like this: http://intothemists.com/calc/?build=-VRw;0B-sP-h0s57QFx0;9;4T;0T919A;405A5;0Ko0;3Co;42VM

a little less CD due to traits, but using 2 hoelbrak and 4 altruism runes, you stack might on yourself and your team. constant 15+ish for you, and 6 for your team. could also drop the 5 in firearms and grab HGH, but it looks like that will be overkill really, unless engineers can’t use sigil of battle.

Dayne the Mediocre, Berserker
Veterans of the Mists [redt] – Crystal Desert

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Posted by: Ojimaru.8970

Ojimaru.8970

Runes seem off. I’d suggest 2x Krait (15% Bleed Duration), 2x Affliction (15% Bleed Duration) and 2x Mad King (10% Condition Duration). Otherwise you can consider 6x Undead to capitalise on your Toughness (bonus Condition Damage equal to 5% Toughness).

For utilities, I’m using Grenade Kit, Bomb Kit and Tool Kit, with Kit Refinement. Fire Bomb and Smoke Bomb pulse once per second and each pulse is considered an explosion, triggering things like Shrapnel and Steel-packed Powder, as well as on-hit effects. Bomb Kit and Tool Kit also allow me to combo Concussion Bomb into Pry Bar into Static Shot for 12-14 stacks of Confusion on a single target.

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Posted by: Felicela.2810

Felicela.2810

Runes seem off. I’d suggest 2x Krait (15% Bleed Duration), 2x Affliction (15% Bleed Duration) and 2x Mad King (10% Condition Duration). Otherwise you can consider 6x Undead to capitalise on your Toughness (bonus Condition Damage equal to 5% Toughness).

For utilities, I’m using Grenade Kit, Bomb Kit and Tool Kit, with Kit Refinement. Fire Bomb and Smoke Bomb pulse once per second and each pulse is considered an explosion, triggering things like Shrapnel and Steel-packed Powder, as well as on-hit effects. Bomb Kit and Tool Kit also allow me to combo Concussion Bomb into Pry Bar into Static Shot for 12-14 stacks of Confusion on a single target.

I considered the 2×2×2 runes, its similar to what my Necro currently uses, though he uses Centaur in place of Mad King.

My thought behind choosing all Condition Duration runes was to improve the number of stacks of all conditions, not just bleeds. The problem I see with your set of runes is on Bleeds, you are over the 100% Cap, 15(rune) +15(rune) +10(rune) +30(traits) +40(food) for a total of 110% on bleeds, while under the cap on all other conditions, while only at 90% for all other conditions, burning, confusion, poison, chill.

You should be able to walk away with
Bleeds
Explosive Shot – 4s
Superior Sigil of Earth – 10s
Shrapnel Grenade – 24s
Box of Nails – 4s
Shrapnel – 24s
Sharp Shooter – 6s

Poison
Poison Dart Volley – 4s per hit
Poison Grenade – 5s

Confusion
Static Shot – 6s
Concussion Bomb – 10s
Pry Bar – 10s

Burn
Blowtorch – 4s + .8s from Napalm Specialist
Fire Bomb – 4s + .8s from Napalm Specialist
Incendiary Powder – 4s + .8s from Napalm Specialist

Chill
Freeze Grenade – 4s per Hit

Vulnerability
Steel Packed Powder – 10s per hit
Precise Sights – 6s

Solo -
Open with Chill so all 3 hit assuming no wild grenades, giving 12s + possible bleeds and burn for each crit, Sharpnel Grenade for at least 3 stacks of bleed at 24s + extra possible bleeds and burns on crits, lead with poison so they gather as long as possible while walking through chilled, or immoblize with Grenade #5 in poison. Spam Grenade #1 still nearly in range, Static Shot to blind and confuse, if melee Prybar and Concussion Grenade.

In Party-
Sit at 1200 Range
Rotate Grenades
Take no damage
????
Profit

Curious if anyone has used the build before as setup, and I think the confusion stacking might be really fun in sPVP, with a few modification of course.

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Posted by: Kamahl.3621

Kamahl.3621

I wouldn’t use Pizza for PvE, not much point, unless you really love confusion.

Idea of the build is to just faceroll in grenades and keep up 23-25 permableeds, permapoison, and permaburning, along with a lengthy chill to help cc mobs. The vulnerability is just bonus. Your build is pretty much what I was testing a while back to prove one class can bust the bleed cap without pizza.

Until they make conditions on a per-player basis though, I’m not touching conditions. Do more damage through berserking + rubies than rampaging + bleed runes, and it gets worse with a smart guardian or necro in the party. Doesn’t mean it isn’t fun or WvW unviable though.

Attachments:

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Posted by: Goloith.6349

Goloith.6349

I’ve been talking about the 100% condition Engineer for some time now. Here’s a link awhile back that I posted:

https://forum-en.gw2archive.eu/forum/professions/engineer/WvW-Condition-Engineer/first#post1483163

(might have to copy/paste link)

Right now condition duration is broken since Lyssa & Mad King runes are broke and to my knowledge and Nightmare is actually broken (but in a good way).

I run this build for WvW in small groups. Keep in mind that anything that stacks in duration is detrimental to a large group(or zerg) because you will be doing less damage per second and hogging up all the condition duration vs that of condition damage builds. However in condition intensity such as bleeds you will still shine ikittenerg or solo.

100% duration builds pump out the most total condition damage, but it can be cleansed and other reason to stay away from zergs.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

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Posted by: Felicela.2810

Felicela.2810

I plan to mostly run it in PvE.

How exactly are they broken currently? Not showing properly or acting properly? Lyssa run about 2g each right now, and Nightmare requires a bit of farming so very curious before I dust her off and start a grind up.

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Posted by: Feldorn.6873

Feldorn.6873

i think that the duration bonus on the runes doesn’t currently work. this was with the latest patch.

from here.

Dayne the Mediocre, Berserker
Veterans of the Mists [redt] – Crystal Desert

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Posted by: Ojimaru.8970

Ojimaru.8970

My thought behind choosing all Condition Duration runes was to improve the number of stacks of all conditions, not just bleeds. The problem I see with your set of runes is on Bleeds, you are over the 100% Cap, 15(rune) +15(rune) +10(rune) +30(traits) +40(food) for a total of 110% on bleeds, while under the cap on all other conditions, while only at 90% for all other conditions, burning, confusion, poison, chill.

90% for all Burn and Poison is already enough to maintain 100% uptime, assuming correct rotations. For example, Fire Bomb and Blowtorch, at 90% Burn duration stacks to 17.1s, whereas the cooldown of Fire Bomb without Short Fuse is 10s. Similarly, the condition duration Poison Dart at 90% Poison duration is 19s for a skill with a base 10s cooldown. Therefore, only condition that really benefits from the full 100% bonus duration is Bleed.

Even then, it remains a question whether your overall DPS would improve with more Condition Damage as opposed to Condition Duration.

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Posted by: Goloith.6349

Goloith.6349

If you read my link you will see the benefits and problems with running 100% condition duration. Small groups that extra burn time is really nice.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

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Posted by: kokocabana.8153

kokocabana.8153

Goloith, I read your post and the article on effect stacking. When it comes to duration stacking conditions, it doesn’t actually slow down the killing of a target. If lots of condition damage players apply their burn after your weak one, then the game will re-order the durations to always have the highest condition damage go first and once it expires, it applies the next strongest. If players continually re-apply burn, then your weak one will keep getting pushed to the back of the line and never actually tick on the target until other players stop applying.

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Posted by: AlietteFaye.7316

AlietteFaye.7316

I would personally not recommend using Condition Damage builds inside of Dungeons. Just about every player has access to multiple conditions that constantly get stacked and push away from the potential of them.

twitch.tv/aliettefaye

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Posted by: Goloith.6349

Goloith.6349

Goloith, I read your post and the article on effect stacking. When it comes to duration stacking conditions, it doesn’t actually slow down the killing of a target. If lots of condition damage players apply their burn after your weak one, then the game will re-order the durations to always have the highest condition damage go first and once it expires, it applies the next strongest. If players continually re-apply burn, then your weak one will keep getting pushed to the back of the line and never actually tick on the target until other players stop applying.

Had to re-read the wiki, tbh that is great news for condition duration builds. The worry was that condition duration builds would slow the amount of damage on the target. I’ll update my post when i get a chance.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

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Posted by: luckywaldo.6089

luckywaldo.6089

I would personally not recommend using Condition Damage builds inside of Dungeons. Just about every player has access to multiple conditions that constantly get stacked and push away from the potential of them.

FYI, conditions from the player with the greatest condition damage stat always have priority.

http://wiki.guildwars2.com/wiki/Effect_stacking

Three or more condition damage players in one group will have a tough time, but one should be completely fine.

Ecce Machina ~ Engineer
Ars Est Mortem ~ Necromancer

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Posted by: AlietteFaye.7316

AlietteFaye.7316

I would personally not recommend using Condition Damage builds inside of Dungeons. Just about every player has access to multiple conditions that constantly get stacked and push away from the potential of them.

FYI, conditions from the player with the greatest condition damage stat always have priority.

http://wiki.guildwars2.com/wiki/Effect_stacking

Three or more condition damage players in one group will have a tough time, but one should be completely fine.

That’s not the issue I was talking about specifically. It’s moreover the issue of just about every Profession can easily stack conditions (most even come from simple minor traits), and that condition damage has several more drawbacks than a straightforward power build. For instance, against any objects (Graveling Burrows, Eternal Flame, totems, etc.) conditions are useless.

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Posted by: luckywaldo.6089

luckywaldo.6089

For instance, against any objects (Graveling Burrows, Eternal Flame, totems, etc.) conditions are useless.

So is precision and crit damage for that matter.

If you really want full power, the build to go is soldier’s stats with sharpening stones.

Ecce Machina ~ Engineer
Ars Est Mortem ~ Necromancer

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Posted by: AlietteFaye.7316

AlietteFaye.7316

For instance, against any objects (Graveling Burrows, Eternal Flame, totems, etc.) conditions are useless.

So is precision and crit damage for that matter.

If you really want full power, the build to go is soldier’s stats with sharpening stones.

Yes, but Precision and Critical Damage don’t have faults elsewhere. There are no bosses that cleanse off/heal from raw damage, and there are no factors that will cause you to do less damage in any party. Whereas conditions are useless in all the aforementioned ways, and the payoff is nearly never worth it.
All of this combined with the fact that ANet has already confirmed that Conditions are probably not going to be fixed any time soon? I just don’t see a good reason to purposefully go into Conditions for PvE.

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Posted by: luckywaldo.6089

luckywaldo.6089

I respectfully disagree; conditions do tons of damage and there are many trait bonuses related to attacking targets with conditions so many people may benefit. I don’t see cleansing as much of an issue because conditions stack on so fast anyway.

If you are running pugs, it’s probably not a very good idea because there can be a lot of overlap (therefore → uselessness) if there is more than one serious condition build, so I agree with you there. But if you are running in a tight-knit group where your builds are designed to complement each other, one solid condition build in the group is a superb addition.

So conditions certainly need some work, but there is a lot of additional fud spread around about them. (such as weaker conditions ‘overwriting’)

Ecce Machina ~ Engineer
Ars Est Mortem ~ Necromancer

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Posted by: Lite.3819

Lite.3819

Yes, but Precision and Critical Damage don’t have faults elsewhere. There are no bosses that cleanse off/heal from raw damage, and there are no factors that will cause you to do less damage in any party. Whereas conditions are useless in all the aforementioned ways, and the payoff is nearly never worth it.
All of this combined with the fact that ANet has already confirmed that Conditions are probably not going to be fixed any time soon? I just don’t see a good reason to purposefully go into Conditions for PvE.

The fault of Precision and Critical Damage is toughness, some bosses do conditions but every boss do damage. With a Condition build you can easily build it. As a power build you have to constantly do damage, the lack of survival might affect this. The solo reason, I went condition was for that little trait condition had.

Just as glass cannons complain about dying so much, conditioners are complaining just as much about the lack of raw damage.

Engineer – Street Rag (Black Gates)
Current Build

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Posted by: AlietteFaye.7316

AlietteFaye.7316

So conditions certainly need some work, but there is a lot of additional fud spread around about them. (such as weaker conditions ‘overwriting’)

I don’t care about the incorrect things stated about conditions. What is correct is more than enough to justify not using them.

I’m just curious, what tight-knit group runs with somebody that uses condition damage? Because if you really build around each other, that’s a lot of classes skipping over traits just so that you can get your condition damage going.
I’ll just give the best example: Bleeding. The absolute most damaging condition.

Warriors have access to Bleeds via:
The first two auto-attacks on their MH Sword, Burst on their MH Sword, 4 OH Sword, 5 OH sword, auto-attack on their Rifle, and a 33% chance on Critical Hits from the Precise Strikes trait.
So you would expect a Warrior in your group not to use MH or OH Sword, and not to use Rifle. You’re also expecting them not to take a 5-point trait at all within their build.

Engineers have access to Bleeds via:
3 on Rifle, auto-attack on MH Pistol, 2 on Tool Kit, 2 on Grenade Kit, auto-attack on Elixir Gun, 30% chance on Critical Hits from the Sharpshooter trait, and a 15% chance on Explosions from the Shrapnel trait.
So an Engineer in your group would be expected not to be using MH Pistol, Tool Kit utility, Grenade Kit utility, Elixir Gun utility, or have taken either of the traits within their build.

Rangers have access to Bleeds via:
5 on OH Dagger, 2 on Greatsword, 2 on MH Axe, Spike Trap utility, Sharpening Stone utility, Entangle Elite, auto-attack on Shortbow, 4 on Shortbow (from their pet), F2 Ability on Eagle/Lakittenail Devourer/Arctodus/Lynx pets, uncontrollable pet attacks on Boars and Felines, a chance on Critical Hits from the Sharpened Edges trait, and critical hits from drakes/felines/devourers with the Rending Attacks trait,
So a Ranger in your group would have to not be using MH Axe, OH Dagger, Greatsword, Shortbow, Spike Trap, Sharpening Stone, Entangle, and they couldn’t use the Eagle, Lakittenail Devourer, Arctodus, or Boars/Felines, and not have taken the mentioned traits.

Thieves have access to Bleeds via:
2 on Shortbow, 3 with Dagger/Dagger, auto-attack on MH Pistol, Caltrops utility, Dagger Storm Elite, 1 when stealthed with MH Pistol, and various items they can steal.
So a thief in your group would be expected not to be using Shortbow, Dagger/Dagger, a MH Pistol, Caltrops, Dagger Storm. (The stolen items are pretty neglible.)

Elementalists have access to Bleeds via:
5 on OH Dagger <Earth>, 2 on Staff <Earth>, 1 on MH Dagger <Earth>, 2 on MH Dagger <Earth>, 5 on Staff <Earth>, auto-attack on Scepter <Earth>, 7.5% chance on Critical Hits when attuned to Earth from the Arcane Precision trait, on dodge while attuned to Earth from the Evasive Arcana trait.
Elementalists in your group wouldn’t be expected of much, as they really should be swapping through attunements instead of sticking in one, but it certainly wouldn’t be appreciated if they swapped into Earth for a bit.

Mesmers have access to Bleeds via:
Randomly on auto-attack with Staff, Randomly on Clone Death with the Debilitating Dissipation trait, and when Illusion Critical Hit with the Sharper Images trait.
Mesmers in your party wouldn’t change a thing.

Necromancers have access to Bleeds via:
The first two auto-attacks on Scepter, 2 on Scepter, 5 on OH Dagger, 2 on Staff, Blood is Power utility, Signet of Spite Utility, Withering Plague on Plague Form Elite, a 66% chance on Critical Hits from the Barbed Precision trait, and when entering Death Shroud with the Weakening Shroud trait.
A Necromancer in your party would be expected not to be using Scepter (one of the only redeeming qualities on a Necromancer), OH Dagger, Staff, or Blood is Power.(Signet of Spite is neglible.)

Guardians are the only Profession that have no access to Bleeding on their own.

Do you not see how ridiculously easy it is for all these classes to be stacking bleeds, even without trying? If you’re really asking all of these classes not to be using their weapons, or traits, just so that you can get damage out, that’s gimping your whole party. I honestly don’t see how it’s even remotely arguable that your party wouldn’t be better off with just using raw damage.

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Posted by: AlietteFaye.7316

AlietteFaye.7316

Yes, but Precision and Critical Damage don’t have faults elsewhere. There are no bosses that cleanse off/heal from raw damage, and there are no factors that will cause you to do less damage in any party. Whereas conditions are useless in all the aforementioned ways, and the payoff is nearly never worth it.
All of this combined with the fact that ANet has already confirmed that Conditions are probably not going to be fixed any time soon? I just don’t see a good reason to purposefully go into Conditions for PvE.

The fault of Precision and Critical Damage is toughness, some bosses do conditions but every boss do damage. With a Condition build you can easily build it. As a power build you have to constantly do damage, the lack of survival might affect this. The solo reason, I went condition was for that little trait condition had.

Just as glass cannons complain about dying so much, conditioners are complaining just as much about the lack of raw damage.

We were strictly talking in terms of damage. I didn’t mean to say that Precision/Crit is faultless. But it definitely does not have instances where it is useless like Condition Damage does. That was the subject we were talking about.

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